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API > API/Runtime > API/Runtime/NetworkReplayStreaming > API/Runtime/NetworkReplayStreaming/INetworkReplayStreamer
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void KeepReplay
(
const FString& ReplayName, |
Used to commit a replay to permanent storage. | NetworkReplayStreaming.h | |
void KeepReplay
(
const FString& ReplayName, |
NetworkReplayStreaming.h |
KeepReplay(const FString &, const bool, const FKeepReplayCallback &)
Description
Used to commit a replay to permanent storage.
| Name | KeepReplay |
| Type | function |
| Header File | /Engine/Source/Runtime/NetworkReplayStreaming/NetworkReplayStreaming/Public/NetworkReplayStreaming.h |
| Include Path | #include "NetworkReplayStreaming.h" |
void KeepReplay
(
const FString & ReplayName,
const bool bKeep,
const FKeepReplayCallback & Delegate
)
Parameters
| Name | Remarks |
|---|---|
| ReplayName | Name of the replay to keep. |
| bKeep | Whether or not we actually want to keep this replay. |
KeepReplay(const FString &, const bool, const int32, const FKeepReplayCallback &)
| Name | KeepReplay |
| Type | function |
| Header File | /Engine/Source/Runtime/NetworkReplayStreaming/NetworkReplayStreaming/Public/NetworkReplayStreaming.h |
| Include Path | #include "NetworkReplayStreaming.h" |
void KeepReplay
(
const FString & ReplayName,
const bool bKeep,
const int32 UserIndex,
const FKeepReplayCallback & Delegate
)